Hi Bram,

Most modern hardware will be best driven using indexed primitives sets
rather than duplicating vertices - it typically wins on memory bandwidth
and ability to utilize the vertex cache on the GPU.  If the amount of
shared indices is low then duplicating vertices is likely to be better.

Robert.


On 25 July 2014 14:30, Bram Vaessen <bram.vaes...@gmail.com> wrote:

> First: In your example the coordinates are stored in an array of Vec3, but
> in the other code you posted, the oPoints is an array of float so there
> seems to be a bit of a contradiction there....?
>
> Anyway you have indexed vertices obviously, but you can also use
> non-indexed vertices. In that case you just specify the vertices for each
> triangle separately.
>
> When I started working on my project I heard or read that this is better,
> because it can be handled faster by modern graphics card (something about
> the card not being able to use the fasted render path when indices are
> used), and the extra memory it takes is less important because modern
> graphics cards have plenty of memory.
>
> But I can't find a solid source on that now so I'm really starting to
> doubt if this is (still) true...
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=60460#60460
>
>
>
>
>
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